// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: BWFragShader.fsh ********

// File data
static const char _BWFragShader_fsh[] = 
	"uniform sampler2D  sTexture;\r\n"
	"\r\n"
	"varying lowp    float  LightIntensity;\r\n"
	"varying mediump vec2   TexCoord;\r\n"
	"\r\n"
	"void main()\r\n"
	"{\r\n"
	"\tlowp vec3 fCol = texture2D(sTexture, TexCoord).rgb;\r\n"
	"\tlowp float fAvg = (fCol.r + fCol.g + fCol.b) / 3.0;\r\n"
	"    gl_FragColor.rgb = vec3(fAvg * LightIntensity);\r\n"
	"    gl_FragColor.a = 1.0;\r\n"
	"}\r\n";

// Register BWFragShader.fsh in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_BWFragShader_fsh("BWFragShader.fsh", _BWFragShader_fsh, 315);

// ******** End: BWFragShader.fsh ********

// This file was created by Filewrap 1.1
// Little endian mode
// DO NOT EDIT

#include "../PVRTMemoryFileSystem.h"

// using 32 bit to guarantee alignment.
#ifndef A32BIT
 #define A32BIT static const unsigned int
#endif

// ******** Start: BWFragShader.fsc ********

// File data
A32BIT _BWFragShader_fsc[] = {
0x10fab438,0xc297bafc,0x30050100,0x2501,0xd363e337,0x2000000,0x20000000,0x3d040000,0x1000000,0x4000000,0x0,0x18000000,0x202,0x0,0x1020000,0x0,0x0,0xba010000,0x55535020,0x20,0x1ae,0x1,0x0,0x0,0x224,0x0,0x2,0x7d,0x0,0x8,0x0,0xffffffff,0x0,0x770009,0xffff,0x10002,0x0,0x20000,0x1,0x0,0x0,0x0,0x0,0x3fffc,0x40000,0x1,0x0,0xffff0003,0xffffffff,0x20006,0x800000,0x4,0x10002,0x10003,0x0,0x1,0x10000,0x30003,0x0,0x0,0x1400000,0xf800,0x9400000,0x9f800,
0x1fffa000,0x408a,0x111fc000,0x2d088a,0x1a3e9124,0x4083,0x1ffee143,0xffff4083,0xffffffff,0xffff,0x0,0x40000,0x30000,0x5,0x20001,0x80018001,0x80018001,0x0,0x0,0x0,0x70007,0x3060a,0x30003,0x10000,0x10001,0x40000,0x40004,0x0,0x20001,0x10000,0x0,0x10000,0x20002,0xa0000,0x80010002,0x80018001,0x8001,0x0,0x0,0x0,0x10001,0x10001,0x100001,0x80010010,0x103ca000,0x804082,0x1022a021,0x14081,0xf8032820,0x809188,0x1022a020,0x20814081,0x8803e820,0x20ca918a,0x983f820,0x8000908a,0x1fffa040,0x2141408a,0x7982f000,0xc0009083,0x103ea003,0x4804080,0x1022e003,0x64081,
0x0,0x5020dc01,0x205553,0x1d00000,0x10000,0x0,0x0,0x2a40000,0x0,0x20000,0x7d0000,0x0,0x80000,0x0,0xffff0000,0xffff,0x90000,0xffff0077,0x20000,0x2,0x0,0x10002,0x0,0x0,0x0,0x0,0xfffc0000,0x1,0x10004,0x0,0x30000,0xffffffff,0x6ffff,0x2,0x40080,0x20000,0x30001,0x1,0x10000,0x0,0x30001,0x3,0x0,0x0,0xf8000140,0x0,0xf8000940,0xa0000009,0x408a1fff,0xc0000000,0x88a111f,0x9124002d,0x40831a3e,0xe1430000,0x40831ffe,0xffffffff,0xffffffff,0x0,0x0,0x4,0x20003,0x10000,0x80010002,0x80018001,
0x8001,0x0,0x0,0xa0000000,0x28831000,0x5,0x20001,0x80018001,0x80018001,0x0,0x0,0x0,0x70007,0x1060a,0x10001,0x0,0x0,0x40000,0x40004,0x0,0x20001,0x10000,0x1,0x10000,0x20002,0xa0000,0x80010002,0x80018001,0x8001,0x0,0x0,0x0,0x10001,0x10001,0x1,0x80000000,0x103c8020,0x4082,0x10202001,0x804081,0xf8030820,0x9188,0x10202000,0x20804081,0x8803c820,0x20ca918a,0x983f820,0x8000908a,0x1fffa040,0x2141408a,0x7980f000,0xc0009083,0x103c0003,0x4804080,0x1020e003,0x64081,0x8000000,0x0,0x0,0x0,0x4040,0x803f,0x0,0x0,
0x0,0x54730300,0x75747865,0x6572,0x1031800,0x10000,0x200,0x10001,0x78655400,0x726f6f43,0x64,0x20603,0x100,0x2000001,0x300,0x6867694c,0x746e4974,0x69736e65,0x7974,0x1060200,0x10000,0x4000100,0x10001,0x0,
};

// Register BWFragShader.fsc in memory file system at application startup time
static CPVRTMemoryFileSystem RegisterFile_BWFragShader_fsc("BWFragShader.fsc", _BWFragShader_fsc, 1117);

// ******** End: BWFragShader.fsc ********

